Ruins of Adventure
- Ability Score Adjustment: +1 Stamina, +1 Aim, -1 Muscle
- Class Level Limits: See Racial Level Limits
- Multi-Class Options: Psionicist + any one
- Height (M/F): 32 in / 30 in +3d4
- Weight (M/F): 52 lbs / 48 lbs +5d4
- Starting: 12 +1d4 years
- Adult/Middle/Old/Venerable: 13 / 48 / 62 / 95
- Maximum: 95 +2d20 years
- Bonus Languages: Yip Yak
- Recommended Languages: Common, Chuklian, Daraktan, Gnim
- Movement: 6
- A kobold’s infravision enables them to discern gradients of heat within 60 feet in darkness.
- Kobolds gain a +1 bonus on attack rolls vs. gnomes, due to their racial hatred for such creatures.
- Traps set by a Kobold impose a +1 penalty per level of the Kobold to an opponent’s Find Traps roll. The opponent’s chance to remove a trap once found is not penalized.
- Unless kobold characters display special capabilities, intelligent and powerful opponents are likely to attack them last of all.
- Bright light hurts kobold eyes, giving them a -1 penalty to their attack rolls when in direct sunlight.
- Kobolds are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands.
- As small-sized creatures, kobolds have 2/3 the carrying capacity of a human of equal strength.
- What a kobold finds attractive or appealing is generally backwards from that of other races. A Kobold’s NPC reaction modifier (based on his Appearance score) is reversed when dealing with non-Kobolds (i.e. a kobold with high Appearance has a penalty on NPC reactions, a kobold with low Appearance has a bonus). Against other kobolds, his Charisma modifiers work normally.
Background: Kobolds are short humanoids, growing to a height of three feet. They have scaly hides of dark brown to rusty black, and smell awful to anything but another kobold. The eyes of a kobold glow bright red, and they have two small horns atop their dog-like heads.
Kobolds are masters of trickery, but they prefer tactics where they can apply overwhelming odds. They have a racial hatred of gnomes and are willing to attack these demihumans on sight. The only way they will go against humans and other demihumans is if they have superior numbers-at least two to one, more if they can manage it. They have learned to use swarming attacks, throwing themselves at opponents in large waves.
Most kobolds are a sadistic, cowardly lot. Their lairs and ambush sites are studded with concealed pit traps. They line the bottom of these pits with additional hazards, such as spikes or water traps, hoping to catch and incapacitate larger creatures with them. Kobolds set up lairs in dark, damp underground locations and deep in overgrown forests. They are good miners, often settling in areas that show mining promise. These humanoids set out from their territories to forage for plants, hunt for meat, and to waylay humans and demihumans. They capture victims to use as food or to sell into slavery (if there is a market for such wares in the vicinity vicinity).
Strangers are not trusted, and they have a particular hatred of brownies, pixies, sprites, and gnomes. Gnomes, especially, are shown no quarter, and kobolds will never cat them. The conquest of land is the ultimate goal of all kobold tribes. They rejoice in stripping a land of its resources, and they love to accumulate power. As they have a deep hatred of all other life, they find great delight in killing.